Psr Tier Metrics - Round 1
#201
Posted 17 July 2020 - 01:51 PM
#202
Posted 17 July 2020 - 02:05 PM
completely separate thought: i also feel like PSR would be more useful as an unbounded numerical value centered at zero. is there a reason that it is constrained to values between 0-5000? wouldn't it both easier and better to just start everyone at zero and track PSR gain or lost from there as a simple number? the population would normalize and stratify on its own, which is what you want anyway, and you get to matchmake people based on a much more accurate measure of their contribution to the matches they are in.
#203
Posted 17 July 2020 - 02:07 PM
#204
Posted 17 July 2020 - 03:39 PM
Demostr8, on 17 July 2020 - 01:51 PM, said:
A lot of the games I had yesterday had the same people over and over. There is not enough people playing to make more than a match or two at a time in tier 1/2, you're literally waiting for everyone to go get drinks and go to the toilet and come back to ready up to drop in the next match.
Skill level way higher than normal for QP. I enjoyed spectating some of the elite and games were a lot more intense and less NASCAR than usual. Absolutely not worth the wait though.
#205
Posted 17 July 2020 - 03:54 PM
#206
Posted 17 July 2020 - 05:08 PM
#207
Posted 17 July 2020 - 05:41 PM
Probably just gonna stop playing to be honest.
#208
Posted 17 July 2020 - 06:19 PM
Edited by Redeye Sigma, 17 July 2020 - 06:29 PM.
#209
Posted 17 July 2020 - 06:30 PM
But..."As of this post, I will be making the maximum Tier separation in the match maker, 1 (one). This means a Tier 1 player should not see any other players outside of Tier 1 or Tier 2"
Oh man, this will be interesting to see, watch. Think the bad behavior is bad now in T1?
Ever hear/read that those who worked hard to T1, that players shouldn't be in T1 from other T1 players? Yeah, they look at your stats. Then say things.
******
Fix Game Types. All game types are skirmish.
For Incursion: Fight first, then when 12 enemy mechs destroyed, touch enemy base with weapon.
Should be fixed: Make a base worth defending and attacking.
Conquest: Fight first, then when 12 enemy mechs destroyed. Cap bases.
Fix: worth taking caps first while fighting defender for em.
Domination: Nascar. Not made for MWO (Or Mechs). Needs to be removed.
Skirmish, Assualt are ok. Just that domination makes/creates nascar.
#210
Posted 17 July 2020 - 06:33 PM
puresense, on 17 July 2020 - 03:54 PM, said:
puresense, on 17 July 2020 - 03:54 PM, said:
Yep.. Sometimes you never get in a game when you are Tier 5, you either not play, or wait another 20 minutes. These guys are not too bright. Besides, they are fixing nothing. THey should get real jobs, and leave us players play our game. We obviously like if otherwise we wouldn't play. Developers try to invent things to develop, and always at someone's expense., and that is usually the users. I know I am not happy, OBVIOUSLY !!!!!!!!
#211
Posted 17 July 2020 - 06:45 PM
Paul Inouye, on 15 July 2020 - 02:11 PM, said:
There is a slight skew upward toward Tier 1, however not as drastic as before the patch.
First chart is as of June 30,2020
The following is the current numbers as of July 15/2020:
With that, I think we can take a quick moment to try adjusting some of the release valves in order to take advantage of player positioning.
As of this post, I will be making the maximum Tier separation in the match maker, 1 (one). This means a Tier 1 player should not see any other players outside of Tier 1 or Tier 2.
Now there are some caveates there. If a group of 3 Tier 1 players decides to add a Tier 3 or lower player to their group, there's nothing we can do about that. Next, the release valves still need to be in place but I'm going to be restricting the time it takes for them to kick in and how fast they release over time. For this first test, I'm going to set a hard restriction of 4 minutes before the release valves kick in.
As mentioned, we'll continue to monitor and adjust as needed. At the end of 3 months, we'll take a hard look at all numbers involved and discuss with you the next steps.
-Paul
THis makes no sense. You have many Tier 5 players, but you only let a small amount play. Tier 3 players get to play all the time, and everyone else have to wait or not get a game at all. Then, how is it fun? You just have Tier 3 players playing Tier 3 players, all with different skill sets, or maybe not... but the other players, that are not in Tier 3, like ME, you take out of the game, because only a very small percentage of Tier 5 players get in a game, because they are patient enough? What you did is nerf the game.
#212
Posted 17 July 2020 - 06:49 PM
Demostr8, on 17 July 2020 - 01:51 PM, said:
EXACTLY !!!!! I am Tier 5, and kill Tier 1 all the time.... BUt of course, I get killed too. Part of the fun. Obviously this guy hasn't a clue as to why players play the game. We play to PLAY, not wait 10 to 20 minutes then just log off.
#213
Posted 17 July 2020 - 07:03 PM
Alreech, on 16 July 2020 - 11:59 PM, said:
A bunch of players that is mixed up for each match than disbanded afterwards is not a team.
Why should I care about other players if they are not in "my team" the next match?
Why should I risk my only Mech in that match by helping other players? Staying alive, farming damage and stealing kills is much more sensible. And playing NASCAR is the best way for it.
What tactics?
Most MWO game modes don't have clear objectives or clear attacker / defender roles, and even the few game modes with it are played best by "playing deathmatch first and capture later".
You don't need a tactic in deathmatch, NASCAR is just fine.
Tactic is also all about coordination:
No player is bothering to take the lance leader and give out orders, and even if:
The Lance Leader don't even know how fast his "team mates" Mechs are and their armament. How he should decide what to do without that information?
If you want tactical game play group up before the game using the LFG or inviting players from your friendslist.
Agree on a Lance Leader, agree on what Mechs to play.
But that is exactly that most Solo Players don't want. They don't want to group up before the game to coordinate.
You can't have Solo Quickplay (no need to group up before match, short games with no respawns, new "team" for each match) and tactical game play.
thanks for sharing your perspective. i appreciate that everyone has fun in different ways. to me your kill stealing and damage farming playstyle seems pretty selfish, but if thats how you have fun then im not going to tell you differently. i do however think this is a small community and that the manner in which you play matters. you're going to see a lot of the same people over and over, and maybe next time they dont come help you if they know you only care about yourself.
i do owe you a clarification though. i am not talking about "rotation" when i say i hate nascar. most maps have a natural rotation as the two teams move into the center and people move from cover to cover. this is not only fine, its normal. the more people can stay in motion and get fire on the enemy the better. "nascar" is when it becomes brainless sprinting to the center of the map without regard to where the rest of the team is or how badly everyone is getting separated, leaving assaults behind to die, basically forfeiting the game with silly autopilot rotation for no reason, not giving your team a chance to group up and work together. if it was not clear, this is what i am referring to.
more on topic, i have played 9 games today and i have been in 8 brutal stomps and one game in which my team had 2 disconnects. safe to say matchmaking quality is not good.
#214
Posted 17 July 2020 - 11:26 PM
Sounds like the lead programmer is a guy named Joshua...
Good hunting,
CFC Conky
Edited by CFC Conky, 17 July 2020 - 11:27 PM.
#215
Posted 17 July 2020 - 11:48 PM
You will allways have a normal distribution,
around 70-80% of th eplayers are average, will be average and that will never change,
you can have balanced matches with them,
but the outliers are the problem.
I mentioned that 5 tiers are too much for that small playerbase,
the outliers will have long waittimes if you want balanced matches for the majority.
Reducing tiers to 3 would make it a little better.
Pitty that our devs never though of that outcome,
and that they are canadien,
cant even use an orange clown sideswipe on them.
#216
Posted 18 July 2020 - 12:04 AM
GuardDogg, on 17 July 2020 - 06:30 PM, said:
For Incursion: Fight first, then when 12 enemy mechs destroyed, touch enemy base with weapon.
Should be fixed: Make a base worth defending and attacking.
Conquest: Fight first, then when 12 enemy mechs destroyed. Cap bases.
Fix: worth taking caps first while fighting defender for em.
Domination: Nascar. Not made for MWO (Or Mechs). Needs to be removed.
Skirmish, Assualt are ok. Just that domination makes/creates nascar.
IMHO, Domination could simply be altered a bit. Perhaps make it more like a "King Of The Hill" gamemode? Edit: Forgot to mention that I believe something like "Capture The Flag" MIGHT be entertaining for MWO. And a possible replacement for Domination.
And the problem of Nascar could probably be solved if PGI actually released some intelligent maps. Remove their usual "central landmark" map-layout. Facilitate more chokepoints, narrow passes, progressive cover! If one looks at almost ALL of the existing maps, they have a central focal-point. Canyon has its canyons and the central peak, HPG has the tower, TMC has the central platform... How about a map that is just a ravine, like a canyon, on a giant scale? Put outcroppings of stone along the bottom for intermittent cover, and perhaps a ledge or tunnel high-up the cliff-face for a possible flanking route? Just a map that makes the teams face each other head-on!
Edited by ESC 907, 18 July 2020 - 12:05 AM.
#217
Posted 18 July 2020 - 12:16 AM
GuardDogg, on 17 July 2020 - 06:30 PM, said:
Quote
Stop assuming that the attitude of some random streamer you've been watching (who was it, BTW?) is a representative sample of all competitively minded or high-performing players.
The very existence of player-run competitive leagues proves you wrong. It takes a serious dose of introspection and humility to accept one's own shortcomings and grow beyond them - and that is the key to improving your performance in any game, not your repeated mantra of "I'm right, I'm always right, everyone else must be wrong".
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Reality check one: Tier is not a reward. It's a way of separating players by performance to improve the quality of matchmaking so that there is no massive skill gap between participants in any given match.
Reality check two: The previous PSR system was by design skewed to eventually push everyone into T1 given they played a sufficient number of matches. PGI admitted that when it was implemented and they admitted it again not long ago.
The difference was that good players would make their way to it quickly
Grinding your way to that point over several years is not an achievement. King Harkinian has proven that it was possible to do it within a week or so.
Reality check three: If you were put up with and against equal players, your win/loss ratio would trend towards 1.0 . Your performance before the reset ( https://leaderboard....rch?u=GuardDogg ) and after it ( https://mwomercs.com...&user=GuardDogg ) shows that you've been hopelessly outmatched when in T1 and now that you're playing with (former) T4/T5 opponents more often you're doing better. It's pretty clear that the opponents you are facing now are far more your own speed than the ones you were facing before.
Quote
Fix: worth taking caps first while fighting defender for em.
Quote
Quote
What creates NASCAR is an attempt to flank the enemy. Instead of holding their position, heavier mechs start following the maneuver - which is exactly what they should not be doing - and ultimately forcing the rest of the team to follow unless they want to get killed by the enemy team's flankers.
#218
Posted 18 July 2020 - 01:09 AM
ESC 907, on 18 July 2020 - 12:04 AM, said:
IMHO, Domination could simply be altered a bit. Perhaps make it more like a "King Of The Hill" gamemode? Edit: Forgot to mention that I believe something like "Capture The Flag" MIGHT be entertaining for MWO. And a possible replacement for Domination.
And the problem of Nascar could probably be solved if PGI actually released some intelligent maps. Remove their usual "central landmark" map-layout. Facilitate more chokepoints, narrow passes, progressive cover! If one looks at almost ALL of the existing maps, they have a central focal-point. Canyon has its canyons and the central peak, HPG has the tower, TMC has the central platform... How about a map that is just a ravine, like a canyon, on a giant scale? Put outcroppings of stone along the bottom for intermittent cover, and perhaps a ledge or tunnel high-up the cliff-face for a possible flanking route? Just a map that makes the teams face each other head-on!
Totally agree. Awesome post. and more maps. One with a Orion Dropship.
More gametypes: Defend dropship, before take off. Team has to get in, while attacking team tries to destroy everyone.
Fight to get into base, while apposing team defends it.
Edited by GuardDogg, 18 July 2020 - 01:25 AM.
#219
Posted 18 July 2020 - 03:45 AM
Doesn't work, 9 times out of 10 you play an assault you get left behind to die in the NASCAR.
Even if you try to lead the majority don't care, off doing their own thing.
Been said lots of times already, basing PSR on damage is causing actual scouts to be scarce, no reward...
No real reward for playing game type either.
Even posting this is a waste of time...
still no answer on the question, is it the top tier in a group or the group leader that determines tier range?
get on a team with 3 or 4 man, 90% of the time they don't call...
Edited by VixNix, 18 July 2020 - 04:05 AM.
#220
Posted 18 July 2020 - 04:32 AM
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